
void CompileOgreMaterialScript()
{
	string c;
	c+='\n';c+= "material Race/BlackMaterial";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{	";
	c+='\n';c+= "				lighting off";
	c+='\n';c+= "				depth_check off";
	c+='\n';c+= "				texture_unit";
	c+='\n';c+= "				{";
	c+='\n';c+= "					colour_op_ex source1 src_manual src_current 0 0 0";
	c+='\n';c+= "				}";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";

	c+='\n';c+= "material Race/PanelMaterial";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "				scene_blend alpha_blend";
	c+='\n';c+= "				depth_check off";

	c+='\n';c+= "				texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture panel.png";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";


	c+='\n';c+= "material Race/CursorMaterial";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "				scene_blend alpha_blend";
	c+='\n';c+= "				depth_check off";

	c+='\n';c+= "				texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture cursor.png";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";

 	c+='\n';c+= "material Race/NitroPanel";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture nitroPanel.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/NitroBlue";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture blue.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/NitroYellow";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture yellow.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/SimpleObj";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				terr_rock6.jpg";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/PositionMaterial";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture position.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/PositionNumMaterial";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture one.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/LapMaterial";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture lap.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/PositionNumOneMaterial";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture one.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/PositionNumTwoMaterial";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture two.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/PositionNumThreeMaterial";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture three.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/PositionNumFourMaterial";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture four.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/PositionNumFiveMaterial";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture five.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/PositionNumSixMaterial";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture six.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/PositionNumSevenMaterial";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture seven.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/PositionNumEightMaterial";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture eight.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/PositionSmallOneMaterial";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture sOne.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/PositionSmallTwoMaterial";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture sTwo.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/PositionSmallThreeMaterial";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture sThree.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/PositionSmallFourMaterial";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture sFour.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/PositionSmallFiveMaterial";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture sFive.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/Lines";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture lines.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/ThrusterMaterial";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_rite off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture flare.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/FlarePointSprite";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend add";
 	c+='\n';c+= "				depth_write off";
 	c+='\n';c+= "				diffuse vertexcolour";
 
 	c+='\n';c+= "				point_sprites on";
 	c+='\n';c+= "				point_size 2";
 	c+='\n';c+= "				point_size_attenuation on";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture flare.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/Aureola";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_write off	";		
 	c+='\n';c+= "				diffuse vertexcolour";
 	c+='\n';c+= "				cull_hardware none";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture aureola.png PF_BYTE_LA";
 	c+='\n';c+= "					tex_address_mode clamp";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/WaterStream";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			ambient 0.6 0.6 0.6";
 	c+='\n';c+= "				scene_blend add";
 	c+='\n';c+= "				depth_write off";
 	c+='\n';c+= "				cull_software none";
 	c+='\n';c+= "				cull_hardware none";
 
 	c+='\n';c+= "			texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture Water01.jpg";
 	c+='\n';c+= "				scroll_anim 0.125 0";
 	c+='\n';c+= "			}";
 
 	c+='\n';c+= "			texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture Water02.jpg";
 	c+='\n';c+= "				wave_xform scroll_y sine 0 0.1 0 0.25";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/Loading/BackPanel";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture loadingBack.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/Loading/Bar";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture loadingBar.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";
 
 	c+='\n';c+= "material Race/Loading/Mask";
 	c+='\n';c+= "{";
 	c+='\n';c+= "	technique";
 	c+='\n';c+= "	{";
 	c+='\n';c+= "		pass";
 	c+='\n';c+= "		{";
 	c+='\n';c+= "			lighting off";
 	c+='\n';c+= "				scene_blend alpha_blend";
 	c+='\n';c+= "				depth_check off";
 
 	c+='\n';c+= "				texture_unit";
 	c+='\n';c+= "			{";
 	c+='\n';c+= "				texture loadingMask.png";
 	c+='\n';c+= "			}";
 	c+='\n';c+= "		}";
 	c+='\n';c+= "	}";
 	c+='\n';c+= "}";

	//////////////////////////////////////////////////////////////////////////

	c+='\n';c+= "";
	c+='\n';c+= "material Examples/EnvMappedRustySteel";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture RustySteel.jpg";
	c+='\n';c+= "			}";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture spheremap.png";
	c+='\n';c+= "				colour_op_ex add src_texture src_current";
	c+='\n';c+= "				colour_op_multipass_fallback one one";
	c+='\n';c+= "				env_map spherical";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/OgreLogo";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			ambient 0.8 0.8 0.8";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture ogrelogo.png";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/DarkMaterial";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			ambient 0.1 0.1 0.1";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture BeachStones.jpg";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/SpaceSkyBox";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "			depth_write off";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				cubic_texture stevecube.jpg separateUV";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/SceneSkyBox1";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "			depth_write off";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				cubic_texture cubemap_fr.jpg cubemap_bk.jpg cubemap_lf.jpg cubemap_rt.jpg cubemap_up.jpg cubemap_dn.jpg separateUV";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/SceneCubeMap1";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				cubic_texture cubemap.jpg combinedUVW";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "				env_map cubic_reflection";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/SceneSkyBox2";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "			depth_write off";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				cubic_texture cubescene_fr.jpg cubescene_bk.jpg cubescene_lf.jpg cubescene_rt.jpg cubescene_up.jpg cubescene_dn.jpg separateUV";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/SceneCubeMap2";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				cubic_texture cubescene.jpg combinedUVW";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "				env_map cubic_reflection";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "material Examples/CloudyNoonSkyBox";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "			depth_write off";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				cubic_texture cloudy_noon.jpg separateUV";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "material Examples/StormySkyBox";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "			depth_write off";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				cubic_texture stormy.jpg separateUV";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "";
	c+='\n';c+= "fragment_program Examples/MorningSkyBoxHDRfp cg";
	c+='\n';c+= "{";
	c+='\n';c+= "	source hdr.cg";
	c+='\n';c+= "	entry_point morningskybox_fp";
	c+='\n';c+= "	profiles ps_2_0 arbfp1";
	c+='\n';c+= "";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/MorningSkyBox";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "			depth_write off";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				cubic_texture morning.jpg separateUV";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "";
	c+='\n';c+= "	// HDR technique (fake)";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		scheme HDR";
	c+='\n';c+= "";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "			depth_write off";
	c+='\n';c+= "";
	c+='\n';c+= "			vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture";
	c+='\n';c+= "			{";
	c+='\n';c+= "				param_named_auto worldViewProj worldviewproj_matrix";
	c+='\n';c+= "				param_named ambient float4 1 1 1 1";
	c+='\n';c+= "			}";
	c+='\n';c+= "			fragment_program_ref Examples/MorningSkyBoxHDRfp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				cubic_texture morning.jpg separateUV";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "fragment_program Examples/MorningCubeMapHDRfp cg";
	c+='\n';c+= "{";
	c+='\n';c+= "	source hdr.cg";
	c+='\n';c+= "	entry_point morningcubemap_fp";
	c+='\n';c+= "	profiles ps_2_0 arbfp1";
	c+='\n';c+= "";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/MorningCubeMap";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				cubic_texture morning.jpg combinedUVW";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "				env_map cubic_reflection";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "	// HDR technique (fake)";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		scheme HDR";
	c+='\n';c+= "";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "";
	c+='\n';c+= "			fragment_program_ref Examples/MorningCubeMapHDRfp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				cubic_texture morning.jpg combinedUVW";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "				env_map cubic_reflection";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "";
	c+='\n';c+= "material Examples/EveningSkyBox";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "			depth_write off";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				cubic_texture evening.jpg separateUV";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "material Examples/CloudySky";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "			depth_write off";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture clouds.jpg";
	c+='\n';c+= "				scroll_anim 0.15 0";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/RustySteel";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture RustySteel.jpg";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/Chrome";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture Chrome.jpg";
	c+='\n';c+= "				env_map spherical";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/SpaceSkyPlane";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "			depth_write off";
	c+='\n';c+= "			fog_override true none";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture spacesky.jpg";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/TextureEffect1";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			ambient 0.75 0.75 0.75";
	c+='\n';c+= "			cull_hardware none";
	c+='\n';c+= "			cull_software none";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture BumpyMetal.jpg";
	c+='\n';c+= "				rotate_anim 0.2";
	c+='\n';c+= "				wave_xform scale_x sine 1 0.1 0 5";
	c+='\n';c+= "				wave_xform scale_y sine 0.5 0.2 0.5 3";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/TextureEffect2";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture Water02.jpg";
	c+='\n';c+= "				scroll_anim 0.5 0";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/TextureEffect3";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			ambient 0.7 0.7 0.7";
	c+='\n';c+= "			cull_hardware none";
	c+='\n';c+= "			cull_software none";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture Water01.jpg";
	c+='\n';c+= "				scroll_anim -0.25 0.1";
	c+='\n';c+= "			}";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture Water01.jpg";
	c+='\n';c+= "				colour_op_ex add src_texture src_current";
	c+='\n';c+= "				colour_op_multipass_fallback one one";
	c+='\n';c+= "				scroll_anim -0.1 0.25";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/TextureEffect4";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			ambient 0.3 0.3 0.3";
	c+='\n';c+= "			scene_blend colour_blend";
	c+='\n';c+= "			cull_hardware none";
	c+='\n';c+= "			cull_software none";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture Water02.jpg";
	c+='\n';c+= "				scroll_anim 0.01 0.01";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/BumpyMetal";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			ambient 0.75 0.75 0.75";
	c+='\n';c+= "			cull_hardware none";
	c+='\n';c+= "			cull_software none";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture BumpyMetal.jpg";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/TransparentTest";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			ambient 0.2 0.2 0.2";
	c+='\n';c+= "			scene_blend add";
	c+='\n';c+= "			depth_write off";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture Water01.jpg";
	c+='\n';c+= "				scroll_anim 0.25 0";
	c+='\n';c+= "			}";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture Water01.jpg";
	c+='\n';c+= "				wave_xform scroll_y sine 0 0.1 0 0.5";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/Flare";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "			scene_blend add";
	c+='\n';c+= "			depth_write off";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture flare.png";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/Flare2";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "			scene_blend add";
	c+='\n';c+= "			depth_write off";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture flaretrail.png";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/FlarePointSprite";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "			scene_blend add";
	c+='\n';c+= "			depth_write off";
	c+='\n';c+= "";
	c+='\n';c+= "			point_sprites on";
	c+='\n';c+= "			point_size 2";
	c+='\n';c+= "			point_size_attenuation on";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture flare.png";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "material Examples/Droplet";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			scene_blend colour_blend";
	c+='\n';c+= "			depth_write off";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture basic_droplet.png";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/Hilite/Yellow";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture dkyellow.png";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/Rocky";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			ambient 0.2 0.2 0.2";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture egyptrockyfull.jpg";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/10PointBlock";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture 10points.png";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Material__25";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture texmap2.jpg";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material \"2 - Default\"";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture MtlPlat2.jpg";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material \"Material #8\"";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture BODY.jpg";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material \"Material #3\"";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture HEAD4.jpg";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material \"Material #9\"";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture LEGS.jpg";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "material Examples/Fish";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture steelhead.png";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/Ninja";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "		";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture nskingr.jpg";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "material Examples/Robot";
	c+='\n';c+= "{";
	c+='\n';c+= "	// Hardware skinning techniique";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			vertex_program_ref Ogre/HardwareSkinningOneWeight";
	c+='\n';c+= "			{";
	c+='\n';c+= "				param_named_auto worldMatrix3x4Array world_matrix_array_3x4";
	c+='\n';c+= "				param_named_auto viewProjectionMatrix viewproj_matrix";
	c+='\n';c+= "				param_named_auto lightPos[0] light_position 0";
	c+='\n';c+= "				param_named_auto lightPos[1] light_position 1";
	c+='\n';c+= "				param_named_auto lightDiffuseColour[0] light_diffuse_colour 0";
	c+='\n';c+= "				param_named_auto lightDiffuseColour[1] light_diffuse_colour 1";
	c+='\n';c+= "				param_named_auto ambient ambient_light_colour";
	c+='\n';c+= "			";
	c+='\n';c+= "			}";
	c+='\n';c+= "			// alternate shadow caster program";
	c+='\n';c+= "			shadow_caster_vertex_program_ref Ogre/HardwareSkinningOneWeightShadowCaster";
	c+='\n';c+= "			{";
	c+='\n';c+= "				param_named_auto worldMatrix3x4Array world_matrix_array_3x4";
	c+='\n';c+= "				param_named_auto viewProjectionMatrix viewproj_matrix";
	c+='\n';c+= "				param_named_auto ambient ambient_light_colour";
	c+='\n';c+= "			";
	c+='\n';c+= "			}";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture r2skin.jpg";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "";
	c+='\n';c+= "	// Software blending technique";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture r2skin.jpg";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "material Examples/GrassFloor";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture grass_1024.jpg";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "vertex_program Examples/GrassWaverVp cg";
	c+='\n';c+= "{";
	c+='\n';c+= "	source Grass.cg";
	c+='\n';c+= "	entry_point grass_vp";
	c+='\n';c+= "	profiles vs_1_1 arbvp1";
	c+='\n';c+= "    ";
	c+='\n';c+= "    default_params";
	c+='\n';c+= "    {    ";
	c+='\n';c+= "        param_named_auto worldViewProj worldviewproj_matrix";
	c+='\n';c+= "        ";
	c+='\n';c+= "        param_named_auto camObjPos camera_position_object_space";
	c+='\n';c+= "        ";
	c+='\n';c+= "        param_named_auto ambient ambient_light_colour";
	c+='\n';c+= "        param_named_auto objSpaceLight light_position_object_space 0";
	c+='\n';c+= "        param_named_auto lightColour light_diffuse_colour 0";
	c+='\n';c+= "        ";
	c+='\n';c+= "        param_named_auto offset custom 999";
	c+='\n';c+= "    }";
	c+='\n';c+= "  }";
	c+='\n';c+= "  ";
	c+='\n';c+= "vertex_program Examples/GrassWaverTexVp cg";
	c+='\n';c+= "  {";
	c+='\n';c+= "	source Grass.cg";
	c+='\n';c+= "	entry_point grassTex_vp";
	c+='\n';c+= "	profiles vs_1_1 arbvp1";
	c+='\n';c+= "    ";
	c+='\n';c+= "    default_params";
	c+='\n';c+= "      {";
	c+='\n';c+= "        param_named_auto worldViewProj worldviewproj_matrix        ";
	c+='\n';c+= "        param_named_auto offset custom 999";
	c+='\n';c+= "    }";
	c+='\n';c+= "}";
	c+='\n';c+= "vertex_program Examples/GrassWaverAmbientVp cg";
	c+='\n';c+= "          {";
	c+='\n';c+= "	source Grass.cg";
	c+='\n';c+= "	entry_point grassAmbient_vp";
	c+='\n';c+= "	profiles vs_1_1 arbvp1";
	c+='\n';c+= "    ";
	c+='\n';c+= "    default_params";
	c+='\n';c+= "  			{";
	c+='\n';c+= "  				param_named_auto worldViewProj worldviewproj_matrix";
	c+='\n';c+= "  				param_named_auto ambient ambient_light_colour";
	c+='\n';c+= "        param_named_auto offset custom 999";
	c+='\n';c+= "    }";
	c+='\n';c+= "}";
	c+='\n';c+= "fragment_program Examples/GrassWaverAmbientFp cg";
	c+='\n';c+= "{";
	c+='\n';c+= "	source Grass.cg";
	c+='\n';c+= "	entry_point grassAmbient_fp";
	c+='\n';c+= "	profiles ps_2_0 arbfp1";
	c+='\n';c+= "    default_params";
	c+='\n';c+= "    {";
	c+='\n';c+= "    }";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "vertex_program Examples/GrassWaverCasterVp cg";
	c+='\n';c+= "{";
	c+='\n';c+= "	source Grass.cg";
	c+='\n';c+= "	entry_point grasscaster_vp";
	c+='\n';c+= "	profiles vs_1_1 arbvp1";
	c+='\n';c+= "    ";
	c+='\n';c+= "    default_params";
	c+='\n';c+= "    {    ";
	c+='\n';c+= "        param_named_auto worldViewProj worldviewproj_matrix";
	c+='\n';c+= "        param_named_auto offset custom 999";
	c+='\n';c+= "		param_named_auto texelOffsets texel_offsets";
	c+='\n';c+= "    }";
	c+='\n';c+= "}";
	c+='\n';c+= "fragment_program Examples/GrassWaverCasterFp cg";
	c+='\n';c+= "{";
	c+='\n';c+= "	source Grass.cg";
	c+='\n';c+= "	entry_point grasscaster_fp";
	c+='\n';c+= "	profiles ps_2_0 arbfp1";
	c+='\n';c+= "    default_params";
	c+='\n';c+= "    {";
	c+='\n';c+= "    }";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "vertex_program Examples/GrassWaverReceiverVp cg";
	c+='\n';c+= "{";
	c+='\n';c+= "	source Grass.cg";
	c+='\n';c+= "	entry_point grassreceiver_vp";
	c+='\n';c+= "	profiles vs_1_1 arbvp1";
	c+='\n';c+= "    ";
	c+='\n';c+= "    default_params";
	c+='\n';c+= "    {";
	c+='\n';c+= "        param_named_auto world world_matrix";
	c+='\n';c+= "		param_named_auto worldViewProj worldviewproj_matrix";
	c+='\n';c+= "		param_named_auto texViewProj texture_viewproj_matrix";
	c+='\n';c+= "        ";
	c+='\n';c+= "        param_named_auto camObjPos camera_position_object_space";
	c+='\n';c+= "        ";
	c+='\n';c+= "  				param_named_auto objSpaceLight light_position_object_space 0";
	c+='\n';c+= "  				param_named_auto lightColour light_diffuse_colour 0";
	c+='\n';c+= "        ";
	c+='\n';c+= "  				param_named_auto offset custom 999";
	c+='\n';c+= "  			}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "";
	c+='\n';c+= "fragment_program Examples/GrassWaverReceiverFp cg";
	c+='\n';c+= "{";
	c+='\n';c+= "	source Grass.cg";
	c+='\n';c+= "	entry_point grassreceiver_fp";
	c+='\n';c+= "	profiles ps_2_0 arbfp1";
	c+='\n';c+= "   ";
	c+='\n';c+= "	default_params";
	c+='\n';c+= "    {";
	c+='\n';c+= "        //param_named inverseShadowmapSize float 0.0009765625";
	c+='\n';c+= "		param_named fixedDepthBias float 0.0005";
	c+='\n';c+= "		param_named gradientClamp float 0.0098";
	c+='\n';c+= "		param_named gradientScaleBias float 0";
	c+='\n';c+= "    }";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "";
	c+='\n';c+= "material Examples/GrassBladesShadowCaster";
	c+='\n';c+= "{";
	c+='\n';c+= "	// Vertex program waving grass";
	c+='\n';c+= "    technique";
	c+='\n';c+= "    {";
	c+='\n';c+= "        pass";
	c+='\n';c+= "        {";
	c+='\n';c+= "			vertex_program_ref Examples/GrassWaverCasterVp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "			fragment_program_ref Examples/GrassWaverCasterFp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "            ";
	c+='\n';c+= "  			alpha_rejection greater 150 ";
	c+='\n';c+= "            ";
	c+='\n';c+= "  			scene_blend alpha_blend";
	c+='\n';c+= "            ";
	c+='\n';c+= "  		    cull_hardware none";
	c+='\n';c+= "              cull_software none";
	c+='\n';c+= "            ";
	c+='\n';c+= "              texture_unit";
	c+='\n';c+= "              {";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "                  texture gras_02.png ";
	c+='\n';c+= "              }";
	c+='\n';c+= "          }";
	c+='\n';c+= "        ";
	c+='\n';c+= "      }";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/GrassBladesShadowReceiver";
	c+='\n';c+= "{";
	c+='\n';c+= "	// Vertex program waving grass";
	c+='\n';c+= "    technique";
	c+='\n';c+= "    {";
	c+='\n';c+= "        pass ";
	c+='\n';c+= "		{";
	c+='\n';c+= "			scene_blend add";
	c+='\n';c+= "  ";
	c+='\n';c+= "			alpha_rejection greater 150       ";
	c+='\n';c+= "            ";
	c+='\n';c+= "		    cull_hardware none";
	c+='\n';c+= "            cull_software none ";
	c+='\n';c+= "            ";
	c+='\n';c+= "			vertex_program_ref Examples/GrassWaverReceiverVp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "			fragment_program_ref Examples/GrassWaverReceiverFp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "            ";
	c+='\n';c+= "            texture_unit ShadowMap";
	c+='\n';c+= "            {";
	c+='\n';c+= "                 tex_address_mode border";
	c+='\n';c+= "                 tex_border_colour 1.0 1.0 1.0 0.0                ";
	c+='\n';c+= "                 content_type shadow";
	c+='\n';c+= "                 filtering linear linear none		";
	c+='\n';c+= "                 tex_coord_set 0";
	c+='\n';c+= "            }";
	c+='\n';c+= "           ";
	c+='\n';c+= "           texture_unit";
	c+='\n';c+= "           {";
	c+='\n';c+= "				tex_address_mode clamp				";
	c+='\n';c+= "                tex_coord_set 1";
	c+='\n';c+= "                texture gras_02.png";
	c+='\n';c+= "           }";
	c+='\n';c+= "        }";
	c+='\n';c+= "        ";
	c+='\n';c+= "    }";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "material Examples/GrassBladesAdditiveFloatTransparentBest";
	c+='\n';c+= "{";
	c+='\n';c+= "    ";
	c+='\n';c+= "    transparency_casts_shadows on";
	c+='\n';c+= "    receive_shadows on";
	c+='\n';c+= "     ";
	c+='\n';c+= "	// This is the preferred technique which uses both vertex and";
	c+='\n';c+= "	// fragment programs, supports coloured lights";
	c+='\n';c+= "    technique";
	c+='\n';c+= "    {";
	c+='\n';c+= "        shadow_caster_material Examples/GrassBladesShadowCaster";
	c+='\n';c+= "        shadow_receiver_material Examples/GrassBladesShadowReceiver";
	c+='\n';c+= "";
	c+='\n';c+= "		// Base ambient pass";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			// base colours, not needed for rendering, but as information";
	c+='\n';c+= "			// to lighting pass categorisation routine";
	c+='\n';c+= "			ambient 1 1 1";
	c+='\n';c+= "			diffuse 0 0 0 ";
	c+='\n';c+= "			specular 0 0 0 0 ";
	c+='\n';c+= "            ";
	c+='\n';c+= "			alpha_rejection greater 150 ";
	c+='\n';c+= "            ";
	c+='\n';c+= "			scene_blend alpha_blend  ";
	c+='\n';c+= "            ";
	c+='\n';c+= "		    cull_hardware none";
	c+='\n';c+= "            cull_software none";
	c+='\n';c+= "            ";
	c+='\n';c+= "			// Really basic vertex program		";
	c+='\n';c+= "			vertex_program_ref Examples/GrassWaverAmbientVp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "            ";
	c+='\n';c+= "			fragment_program_ref Examples/GrassWaverAmbientFp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "            ";
	c+='\n';c+= "            texture_unit";
	c+='\n';c+= "            {";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "                texture gras_02.png ";
	c+='\n';c+= "            }";
	c+='\n';c+= "			";
	c+='\n';c+= "		}";
	c+='\n';c+= "        pass lighting";
	c+='\n';c+= "		{";
	c+='\n';c+= "			// base colours, not needed for rendering, but as information";
	c+='\n';c+= "			// to lighting pass categorisation routine";
	c+='\n';c+= "			ambient 0 0 0 ";
	c+='\n';c+= "			";
	c+='\n';c+= "			// do this for each light";
	c+='\n';c+= "			iteration once_per_light";
	c+='\n';c+= "";
	c+='\n';c+= "		";
	c+='\n';c+= "			scene_blend add";
	c+='\n';c+= "";
	c+='\n';c+= "       ";
	c+='\n';c+= "			vertex_program_ref Examples/GrassWaverAmbientVp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "            ";
	c+='\n';c+= "			fragment_program_ref Examples/GrassWaverAmbientFp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "            ";
	c+='\n';c+= "            ";
	c+='\n';c+= "			alpha_rejection greater 150 ";
	c+='\n';c+= "            ";
	c+='\n';c+= "		    cull_hardware none";
	c+='\n';c+= "            cull_software none";
	c+='\n';c+= "            ";
	c+='\n';c+= "            texture_unit ShadowMap";
	c+='\n';c+= "            {";
	c+='\n';c+= "                 tex_address_mode border";
	c+='\n';c+= "                 tex_border_colour 1.0 1.0 1.0 0.0                ";
	c+='\n';c+= "                 content_type shadow";
	c+='\n';c+= "                 filtering linear linear none		";
	c+='\n';c+= "                 tex_coord_set 0";
	c+='\n';c+= "            }";
	c+='\n';c+= "           ";
	c+='\n';c+= "            ";
	c+='\n';c+= "            texture_unit";
	c+='\n';c+= "            {";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "                texture gras_02.png ";
	c+='\n';c+= "            }";
	c+='\n';c+= "        }";
	c+='\n';c+= "		// Decal pass";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			// base colours, not needed for rendering, but as information";
	c+='\n';c+= "			// to lighting pass categorisation routine";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "            ";
	c+='\n';c+= "			alpha_rejection greater 150 ";
	c+='\n';c+= "            ";
	c+='\n';c+= "			//scene_blend alpha_blend            ";
	c+='\n';c+= "			scene_blend dest_colour zero";
	c+='\n';c+= "            ";
	c+='\n';c+= "		    cull_hardware none";
	c+='\n';c+= "            cull_software none";
	c+='\n';c+= "            ";
	c+='\n';c+= "            texture_unit";
	c+='\n';c+= "            {";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "                texture gras_02.png ";
	c+='\n';c+= "            }";
	c+='\n';c+= "            ";
	c+='\n';c+= "			vertex_program_ref Examples/GrassWaverVp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "            ";
	c+='\n';c+= "            ";
	c+='\n';c+= "        }";
	c+='\n';c+= "    }";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/GrassBladesAdditiveFloatTransparent";
	c+='\n';c+= "{";
	c+='\n';c+= "    ";
	c+='\n';c+= "    transparency_casts_shadows on";
	c+='\n';c+= "    receive_shadows on";
	c+='\n';c+= "     ";
	c+='\n';c+= "	// This is the preferred technique which uses both vertex and";
	c+='\n';c+= "	// fragment programs, supports coloured lights";
	c+='\n';c+= "  	technique";
	c+='\n';c+= "      {";
	c+='\n';c+= "        shadow_caster_material Examples/GrassBladesShadowCaster";
	c+='\n';c+= "        shadow_receiver_material Examples/GrassBladesShadowReceiver";
	c+='\n';c+= "";
	c+='\n';c+= "		// Base ambient pass";
	c+='\n';c+= "          pass";
	c+='\n';c+= "          {";
	c+='\n';c+= "			// base colours, not needed for rendering, but as information";
	c+='\n';c+= "			// to lighting pass categorisation routine";
	c+='\n';c+= "			ambient 1 1 1";
	c+='\n';c+= "			diffuse 0 0 0 ";
	c+='\n';c+= "			specular 0 0 0 0 ";
	c+='\n';c+= "            ";
	c+='\n';c+= "  			alpha_rejection greater 150 ";
	c+='\n';c+= "            ";
	c+='\n';c+= "  			scene_blend alpha_blend";
	c+='\n';c+= "            ";
	c+='\n';c+= "		    cull_hardware none";
	c+='\n';c+= "            cull_software none";
	c+='\n';c+= "            ";
	c+='\n';c+= "			// Really basic vertex program		";
	c+='\n';c+= "			vertex_program_ref Examples/GrassWaverAmbientVp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "            ";
	c+='\n';c+= "			fragment_program_ref Examples/GrassWaverAmbientFp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "            ";
	c+='\n';c+= "            texture_unit";
	c+='\n';c+= "            {";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "                texture gras_02.png ";
	c+='\n';c+= "            }";
	c+='\n';c+= "			";
	c+='\n';c+= "		}";
	c+='\n';c+= "        pass lighting";
	c+='\n';c+= "		{";
	c+='\n';c+= "			// base colours, not needed for rendering, but as information";
	c+='\n';c+= "			// to lighting pass categorisation routine";
	c+='\n';c+= "			ambient 0 0 0 ";
	c+='\n';c+= "			";
	c+='\n';c+= "			// do this for each light";
	c+='\n';c+= "			iteration once_per_light";
	c+='\n';c+= "";
	c+='\n';c+= "		";
	c+='\n';c+= "			scene_blend add";
	c+='\n';c+= "";
	c+='\n';c+= "       ";
	c+='\n';c+= "			vertex_program_ref Examples/GrassWaverAmbientVp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "            ";
	c+='\n';c+= "			fragment_program_ref Examples/GrassWaverAmbientFp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "            ";
	c+='\n';c+= "            ";
	c+='\n';c+= "			alpha_rejection greater 150 ";
	c+='\n';c+= "            ";
	c+='\n';c+= "  		    cull_hardware none";
	c+='\n';c+= "              cull_software none";
	c+='\n';c+= "            ";
	c+='\n';c+= "            texture_unit ShadowMap";
	c+='\n';c+= "            {";
	c+='\n';c+= "                 tex_address_mode border";
	c+='\n';c+= "                 tex_border_colour 1.0 1.0 1.0 0.0                ";
	c+='\n';c+= "                 content_type shadow";
	c+='\n';c+= "                 filtering linear linear none		";
	c+='\n';c+= "                 tex_coord_set 0";
	c+='\n';c+= "            }";
	c+='\n';c+= "           ";
	c+='\n';c+= "            ";
	c+='\n';c+= "              texture_unit";
	c+='\n';c+= "              {";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "                  texture gras_02.png ";
	c+='\n';c+= "              }";
	c+='\n';c+= "          }";
	c+='\n';c+= "		// Decal pass";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			// base colours, not needed for rendering, but as information";
	c+='\n';c+= "			// to lighting pass categorisation routine";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "            ";
	c+='\n';c+= "			alpha_rejection greater 150 ";
	c+='\n';c+= "            ";
	c+='\n';c+= "			//scene_blend alpha_blend            ";
	c+='\n';c+= "			scene_blend dest_colour zero";
	c+='\n';c+= "            ";
	c+='\n';c+= "		    cull_hardware none";
	c+='\n';c+= "            cull_software none";
	c+='\n';c+= "            ";
	c+='\n';c+= "            texture_unit";
	c+='\n';c+= "            {";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "                texture gras_02.png ";
	c+='\n';c+= "      }";
	c+='\n';c+= "            ";
	c+='\n';c+= "			vertex_program_ref Examples/GrassWaverTexVp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "            ";
	c+='\n';c+= "            ";
	c+='\n';c+= "        }";
	c+='\n';c+= "    }";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "material Examples/GrassBladesAdditiveFloat";
	c+='\n';c+= "{";
	c+='\n';c+= "    transparency_casts_shadows on";
	c+='\n';c+= "    receive_shadows on";
	c+='\n';c+= "     ";
	c+='\n';c+= "	// This is the preferred technique which uses both vertex and";
	c+='\n';c+= "	// fragment programs, supports coloured lights";
	c+='\n';c+= "    technique";
	c+='\n';c+= "    {";
	c+='\n';c+= "        shadow_caster_material Ogre/DepthShadowmap/Caster/Float";
	c+='\n';c+= "        shadow_receiver_material Ogre/DepthShadowmap/Receiver/Float";
	c+='\n';c+= "";
	c+='\n';c+= "		// Base ambient pass";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			// base colours, not needed for rendering, but as information";
	c+='\n';c+= "			// to lighting pass categorisation routine";
	c+='\n';c+= "			ambient 1 1 1";
	c+='\n';c+= "			diffuse 0 0 0 ";
	c+='\n';c+= "			specular 0 0 0 0 ";
	c+='\n';c+= "			// Really basic vertex program";
	c+='\n';c+= "			vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTextureUnified";
	c+='\n';c+= "			{";
	c+='\n';c+= "  }";
	c+='\n';c+= "  ";
	c+='\n';c+= "		}";
	c+='\n';c+= "        pass lighting";
	c+='\n';c+= "		{";
	c+='\n';c+= "			// base colours, not needed for rendering, but as information";
	c+='\n';c+= "			// to lighting pass categorisation routine";
	c+='\n';c+= "			ambient 0 0 0 ";
	c+='\n';c+= "			";
	c+='\n';c+= "			// do this for each light";
	c+='\n';c+= "			iteration once_per_light";
	c+='\n';c+= "";
	c+='\n';c+= "		";
	c+='\n';c+= "			scene_blend add";
	c+='\n';c+= "";
	c+='\n';c+= "       ";
	c+='\n';c+= "			vertex_program_ref Examples/GrassWaverAmbientVp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "            ";
	c+='\n';c+= "			fragment_program_ref Examples/GrassWaverAmbientFp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "            ";
	c+='\n';c+= "            ";
	c+='\n';c+= "			alpha_rejection greater 150 ";
	c+='\n';c+= "			scene_blend alpha_blend";
	c+='\n';c+= "            ";
	c+='\n';c+= "		    cull_hardware none";
	c+='\n';c+= "            cull_software none";
	c+='\n';c+= "            ";
	c+='\n';c+= "            texture_unit";
	c+='\n';c+= "            {";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "                texture gras_02.png ";
	c+='\n';c+= "            }";
	c+='\n';c+= "        }";
	c+='\n';c+= "		// Decal pass";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			// base colours, not needed for rendering, but as information";
	c+='\n';c+= "			// to lighting pass categorisation routine";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "            ";
	c+='\n';c+= "			alpha_rejection greater 150 ";
	c+='\n';c+= "			scene_blend alpha_blend";
	c+='\n';c+= "            ";
	c+='\n';c+= "		    cull_hardware none";
	c+='\n';c+= "            cull_software none";
	c+='\n';c+= "            ";
	c+='\n';c+= "            texture_unit";
	c+='\n';c+= "            {";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "                texture gras_02.png ";
	c+='\n';c+= "            }";
	c+='\n';c+= "            ";
	c+='\n';c+= "			vertex_program_ref Examples/GrassWaverAmbientVp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "            ";
	c+='\n';c+= "			fragment_program_ref Examples/GrassWaverAmbientFp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "            ";
	c+='\n';c+= "        }";
	c+='\n';c+= "    }";
	c+='\n';c+= "    ";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "material Examples/GrassBladesAdditive";
	c+='\n';c+= "{";
	c+='\n';c+= "    transparency_casts_shadows on";
	c+='\n';c+= "    receive_shadows on";
	c+='\n';c+= "	// Vertex program waving grass    ";
	c+='\n';c+= "    technique";
	c+='\n';c+= "    {";
	c+='\n';c+= "        pass";
	c+='\n';c+= "        {";
	c+='\n';c+= "			vertex_program_ref Examples/GrassWaverAmbientVp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}            ";
	c+='\n';c+= "            ";
	c+='\n';c+= "			alpha_rejection greater 150 ";
	c+='\n';c+= "			scene_blend alpha_blend";
	c+='\n';c+= "            ";
	c+='\n';c+= "		    cull_hardware none";
	c+='\n';c+= "            cull_software none";
	c+='\n';c+= "            ";
	c+='\n';c+= "            texture_unit";
	c+='\n';c+= "            {";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "                texture gras_02.png ";
	c+='\n';c+= "            }";
	c+='\n';c+= "        }";
	c+='\n';c+= "    }";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "material Examples/GrassBlades";
	c+='\n';c+= "{";
	c+='\n';c+= "    transparency_casts_shadows on";
	c+='\n';c+= "    receive_shadows on";
	c+='\n';c+= "	// Vertex program waving grass    ";
	c+='\n';c+= "    technique";
	c+='\n';c+= "    {";
	c+='\n';c+= "        pass";
	c+='\n';c+= "        {";
	c+='\n';c+= "			vertex_program_ref Examples/GrassWaverVp";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}            ";
	c+='\n';c+= "            ";
	c+='\n';c+= "			alpha_rejection greater 150 ";
	c+='\n';c+= "			scene_blend alpha_blend";
	c+='\n';c+= "            ";
	c+='\n';c+= "		    cull_hardware none";
	c+='\n';c+= "            cull_software none";
	c+='\n';c+= "            ";
	c+='\n';c+= "            texture_unit";
	c+='\n';c+= "            {";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "                texture gras_02.png ";
	c+='\n';c+= "            }";
	c+='\n';c+= "        }";
	c+='\n';c+= "    }";
	c+='\n';c+= "    // fallback";
	c+='\n';c+= "    technique";
	c+='\n';c+= "    {";
	c+='\n';c+= "        pass";
	c+='\n';c+= "        {";
	c+='\n';c+= "			alpha_rejection greater 150 ";
	c+='\n';c+= "			scene_blend alpha_blend";
	c+='\n';c+= "            ";
	c+='\n';c+= "		    cull_hardware none";
	c+='\n';c+= "            cull_software none";
	c+='\n';c+= "            ";
	c+='\n';c+= "            texture_unit";
	c+='\n';c+= "            {";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "                texture gras_02.png ";
	c+='\n';c+= "            }";
	c+='\n';c+= "        }";
	c+='\n';c+= "    }";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "";
	c+='\n';c+= "material Examples/Rockwall";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture rockwall.tga";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "material Examples/Aureola";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "			scene_blend alpha_blend";
	c+='\n';c+= "			depth_write off";
	c+='\n';c+= "			cull_hardware none";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture aureola.png PF_BYTE_LA";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "// Test hardware morph animation";
	c+='\n';c+= "material Examples/HardwareMorphAnimation";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			";
	c+='\n';c+= "			vertex_program_ref Ogre/HardwareMorphAnimation";
	c+='\n';c+= "			{";
	c+='\n';c+= "				// all default";
	c+='\n';c+= "			}";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				tex_coord_set 0";
	c+='\n';c+= "				colour_op_ex source1 src_current src_current";
	c+='\n';c+= "			}";
	c+='\n';c+= "			// need to define these texture units otherwise GL won't use the uv sets			";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				tex_coord_set 1";
	c+='\n';c+= "				// also need to set blending to ignore texture which is GL warning texture";
	c+='\n';c+= "				colour_op_ex source1 src_current src_current";
	c+='\n';c+= "			}";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				tex_coord_set 2";
	c+='\n';c+= "				colour_op_ex source1 src_current src_current";
	c+='\n';c+= "			}";
	c+='\n';c+= "		";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "// Test hardware pose animation";
	c+='\n';c+= "material Examples/HardwarePoseAnimation";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			";
	c+='\n';c+= "			vertex_program_ref Ogre/HardwarePoseAnimation";
	c+='\n';c+= "			{";
	c+='\n';c+= "				// all default";
	c+='\n';c+= "			}";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				tex_coord_set 0";
	c+='\n';c+= "				colour_op_ex source1 src_current src_current";
	c+='\n';c+= "			}";
	c+='\n';c+= "			// need to define these texture units otherwise GL won't use the uv sets			";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				tex_coord_set 1";
	c+='\n';c+= "				// also need to set blending to ignore texture which is GL warning texture";
	c+='\n';c+= "				colour_op_ex source1 src_current src_current";
	c+='\n';c+= "			}";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				tex_coord_set 2";
	c+='\n';c+= "				colour_op_ex source1 src_current src_current";
	c+='\n';c+= "			}";
	c+='\n';c+= "";
	c+='\n';c+= "		";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "material RustyBarrel";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			ambient 0.5 0.5 0.5 1.0";
	c+='\n';c+= "			diffuse 1.0 1.0 1.0 1.0";
	c+='\n';c+= "			specular 0.0 0.0 0.0 1.0 12.5";
	c+='\n';c+= "			emissive 0.0 0.0 0.0 1.0";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture RustyBarrel.png";
	c+='\n';c+= "				filtering trilinear";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "material WoodPallet";
	c+='\n';c+= "{";
	c+='\n';c+= "	receive_shadows on";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			ambient 0.5 0.5 0.5 1.0";
	c+='\n';c+= "			diffuse 1.0 1.0 1.0 1.0";
	c+='\n';c+= "			specular 0.0 0.0 0.0 1.0 12.5";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture WoodPallet.png";
	c+='\n';c+= "				filtering trilinear";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "material Examples/LightRibbonTrail";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "			scene_blend add";
	c+='\n';c+= "			depth_write off";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture ribbonband.png 1d";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "				filtering none";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "material Examples/TudorHouse";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture fw12b.jpg";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "material jaiqua";
	c+='\n';c+= "{";
	c+='\n';c+= "	// Hardware skinning techniique";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			vertex_program_ref Ogre/HardwareSkinningTwoWeights";
	c+='\n';c+= "			{";
	c+='\n';c+= "			";
	c+='\n';c+= "			}";
	c+='\n';c+= "			// alternate shadow caster program";
	c+='\n';c+= "			shadow_caster_vertex_program_ref Ogre/HardwareSkinningTwoWeightsShadowCaster";
	c+='\n';c+= "			{";
	c+='\n';c+= "				param_named_auto worldMatrix3x4Array world_matrix_array_3x4";
	c+='\n';c+= "				param_named_auto viewProjectionMatrix viewproj_matrix";
	c+='\n';c+= "				param_named_auto ambient ambient_light_colour";
	c+='\n';c+= "			";
	c+='\n';c+= "			}";
	c+='\n';c+= "";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture blue_jaiqua.jpg";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "";
	c+='\n';c+= "	// Software blending technique";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture blue_jaiqua.jpg";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "	";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "";
	c+='\n';c+= "material Examples/Plane/IntegratedShadows";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			// Single-pass shadowing";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture MtlPlat2.jpg";
	c+='\n';c+= "			}";
	c+='\n';c+= "			texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				// standard modulation blend";
	c+='\n';c+= "				content_type shadow";
	c+='\n';c+= "				tex_address_mode clamp";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "	";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "";
	c+='\n';c+= "fragment_program Examples/ShowUV_p cg";
	c+='\n';c+= "{";
	c+='\n';c+= "	source Example_Basic.cg";
	c+='\n';c+= "	entry_point showuv_p";
	c+='\n';c+= "	profiles ps_2_0 arbfp1";
	c+='\n';c+= "}";
	c+='\n';c+= "fragment_program Examples/ShowUVdir3D cg";
	c+='\n';c+= "{";
	c+='\n';c+= "	source Example_Basic.cg";
	c+='\n';c+= "	entry_point showuvdir3d_p";
	c+='\n';c+= "	profiles ps_2_0 arbfp1";
	c+='\n';c+= "}";
	c+='\n';c+= "vertex_program Examples/ShowTangents_v cg";
	c+='\n';c+= "{";
	c+='\n';c+= "	source Example_Basic.cg";
	c+='\n';c+= "	entry_point basicPassthroughTangent_v";
	c+='\n';c+= "	profiles vs_2_0 arbvp1";
	c+='\n';c+= "	default_params";
	c+='\n';c+= "	{";
	c+='\n';c+= "		param_named_auto worldViewProj worldviewproj_matrix";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "vertex_program Examples/ShowNormals_v cg";
	c+='\n';c+= "{";
	c+='\n';c+= "	source Example_Basic.cg";
	c+='\n';c+= "	entry_point basicPassthroughNormal_v";
	c+='\n';c+= "	profiles vs_2_0 arbvp1";
	c+='\n';c+= "	default_params";
	c+='\n';c+= "	{";
	c+='\n';c+= "		param_named_auto worldViewProj worldviewproj_matrix";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "material Examples/ShowUV";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "			fragment_program_ref Examples/ShowUV_p";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "";
	c+='\n';c+= "			";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/ShowTangents";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			vertex_program_ref Examples/ShowTangents_v";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "			fragment_program_ref Examples/ShowUVdir3D";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "";
	c+='\n';c+= "			";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "material Examples/ShowNormals";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			vertex_program_ref Examples/ShowNormals_v";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "			fragment_program_ref Examples/ShowUVdir3D";
	c+='\n';c+= "			{";
	c+='\n';c+= "			}";
	c+='\n';c+= "";
	c+='\n';c+= "			";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";
	c+='\n';c+= "";
	c+='\n';c+= "";
	c+='\n';c+= "";

	c+='\n';c+= "material GBoot/material/dusttrail";
	c+='\n';c+= "{";
	c+='\n';c+= "	technique";
	c+='\n';c+= "	{";
	c+='\n';c+= "		pass";
	c+='\n';c+= "		{";
	c+='\n';c+= "			lighting off";
	c+='\n';c+= "				scene_blend alpha_blend";
	c+='\n';c+= "				depth_write off";
	c+='\n';c+= "				texture_unit";
	c+='\n';c+= "			{";
	c+='\n';c+= "				texture smoke4.png";
	c+='\n';c+= "			tex_address_mode clamp";
	c+='\n';c+= "			}";
	c+='\n';c+= "		}";
	c+='\n';c+= "	}";
	c+='\n';c+= "}";

	Ogre_I.CompileScript(c);
}